2018-02-20 13:05:01 +01:00
|
|
|
in vec2 texCoord;
|
|
|
|
out vec4 fragColor;
|
2018-02-20 12:32:12 +01:00
|
|
|
|
|
|
|
uniform sampler2D tex;
|
|
|
|
|
|
|
|
void main(void)
|
|
|
|
{
|
|
|
|
vec4 rgba = texture2D(tex, texCoord);
|
|
|
|
|
2018-02-20 13:05:01 +01:00
|
|
|
vec4 intensity = fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5
|
|
|
|
? vec4(0)
|
|
|
|
: smoothstep(0.2, 0.8, rgba) + normalize(rgba);
|
|
|
|
|
|
|
|
fragColor = intensity * -0.25 + rgba * 1.1;
|
|
|
|
}
|